6 hours ago, LanceJZ said:
Yes, that is why I thought you wanted to torture yourself. Jumping in without a plan. Not refreshing yourself before starting the project. It is all good, not like I have not done that before. It is just that I have not done that for years. ^.^
I don't understand what you mean when you say you scale the ratio. That is something I've never done. I've always had one pixel is one pixel. That also sounded like you just wanted to torture yourself. ^.^
The problem was, while my explosion displays at a 1:1 ratio, internally, it's being calculated @ 16/9:1. This is mainly an issue for tunneling. Squish the coordinates to 1:1, and voila, you have a circle again. The other stupid improvement I forgot is that you can precalculate when the missiles are going to blow up to avoid unnecessary calculations in the hit detection. The instant you fire, you know when and where your missiles are going to explode, and thus have all the necessary information to determine all known future hits of enemy missiles/crafts/bombs. An enemy missile lasts past time t? Explode at X(t), Y(t), rather than tons of continuous hit detection checks.
Just simple stuff like this that I didn't think of during the initial creation. I mean, my game works, but there are so many more optimizations that could be added that would require a rewrite of the logic.